So dumb you didn't even Even in game I hit 90 like 1 month before the season ended and I finished the season with 70% dreadful. I didn't even see avatar, pummel silence and 5 stack TfB.I have like 1 balance related post ROFL.

Where the fuck did I say anything about warriors you fucking cocroach? I mean you went through 40 fucking 1 pages on my profile to make a point. For fuck sake you OCD ridden whore.

Go listen to some Bieber shit and leave me alone fucko.

You're flaming everyone not agreeing with you on this forum.
You're calling everyone liars and biased.
You make up random excuses for warriors state if they're good.
You whine infinitely if they're bad.
(You're shit)

I would be more worried about the frost mage that killed me in deep freeze from 100-0 with a blanket on my healer. Or the fire mage that killed me in a deep freeze from 100-0 with a blanket on my healer (Neither of them casted exdee )

Shuriken is good yes probs overpowered but they are far from what is ruining arena atm, mages in the current state are making arena almost unplayable as any class if you don't have a mage on your team.

I would much much much much much much rather have them find a way to put mages in line so they can't use instants and a deep blanket to kill most players instead of fixing ST any day.

Edit: I noticed someone had said something about they shouldn't be able to do that sort of damage at range because they are melee but if thats the case then why do casters not actually have to cast to do damage. Shuriken is more annoying than crazy broken and them numbers really are wrong or somethings up with them because even in battle stance i only take 15-30ks from it depending on crit or not so idk maybe zerker or something weird was going on.

Edit Edit: Keep in mind i fucking hate rogues by default as i'm a warrior/dk but tbh they still drop like a sack of shit in a stun and get kited so easy so it's kind of fair they get something to do at range. If they had good mobility we could argue this is wrong but they just seem to do fuck all and waddle about after a ranged unless they have step or cloak and dagger up. Just deep him and kill him in the deep no biggie and stop bitching about some BG freak damage which wouldn't happen in a 3v3 enviroment because he would have got stunned and killed in the opener or you would have killed his healer in the opener with instants.

nice, evasion 25 range dodge is "gone" but its just because dodge is now for range attacks aswell so we have +50% dodge against that shitty hunters with evasion up, yay!

yeah i saw that and was confused why they removed that then i actually played the beta and realized that you can dodge ranged attacks then was like yessssssssssssss... but this also means blind can be dodged

If anyone is still experiencing this issue that none of the developers here at AJ seems to care to fix, here is how to fix it (For Windows 7/Vista/XP etc. For other OS the hosts file will be located elsewhere);

Open: C:\Windows\System32\drivers\etc\hosts in notepad
Type " 127.0.0.1 adserver.adtechus.com " at the end of the file.

Now you will be unable to load any of the shitty content from this address, and arenajunkies will work perfectly

You either need to create your own addon, add the code to an existing addon (I don't recommend this), or run it in-game via the /run command. The latter, in most cases, requires a condensed form of the script to fit the 255 character limit of input/macros; macros often need to be executed after every reload or zone. Unless you're going to Blizzcon tomorrow, there's really no reason to use macros - just create an addon. I will, however, add macros where available (i.e. those I already have in macro form).

This already has the folder structure and the .toc file, at this point you only need to open the .lua file as a text file (with notepad/wordpad or anything that works with raw text), and simply copy/paste the code you want from below.

You don't need to relog every time you edit a .lua file if the addon is loaded, a /reloadui is enough.

Comments start with "--", multi-line comments look like this:

--[[
This code
won't execute.
]]
-- This is a single-line comment

This way you can enable/disable certain features, or just add comments to organize your code better.

If you're a do it yourself type, here's how you create an addon:
1. Create YourAddon folder in Interface/Addons
2. Create a text file called YourAddon.toc (has to be the same name as the folder), content should be:

## Title: YourAddon
## Interface: 50001
YourAddon.lua

3. Create YourAddon.lua (can be any filename, but it has to be mentioned in the .toc file to load), copy scripts into that file.

Make sure that you see the actual extensions of files - this is disabled by default in Windows. So the files you are looking at might actually be YourAddon.toc.txt and YourAddon.lua.txt, and of course it doesn't work in this case.

First, change "Eradication" to whatever you need. (Use the locale/language you actually play on.)

Next, here's how you configure this whole thing:
SpellActivationOverlay_ShowOverlay(self, spellID, texturePath, location, scale, r, g, b, info.vFlip, info.hFlip)
It's all pretty self-explanatory. Keep the first argument as it is in the script above, everything else you can change/edit as you wish to. The last two arguments are vertical and horizontal flips, "r, g, b" are red/green/blue color codes (0-255).

To get the spellID, find your spell/aura on wowhead and look at the address bar. The number is the spellID. Keep in mind you need the spellID of the buff, not the spell that triggers it - they are sometimes different.

Just change the last part of the texture path provided in the example above to any of these.

If that's not enough, you can always steal a file from Power Auras or other addons. To specify an external texture: "Interface\\AddOns\\YourAddon\\yourtexture.tga" - you can use .tga files; in general, you can use any texture/picture available to the game (anything in the game files and anything in addon folders).

2.3. Darken all the graphics Ibo/Lorti UI style:
This particular script is stolen from Ibo UI. You'll also need some textures to make it look right, simply put them into the /Interface/ folder alongside the Addons folder:http://www.mediafire...mpaxe6jfllwa5q8

hooksecurefunc("UnitFramePortrait_Update",function(self)
if self.portrait then
if UnitIsPlayer(self.unit) then
local t = CLASS_ICON_TCOORDS[select(2, UnitClass(self.unit))]
if t then
self.portrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles")
self.portrait:SetTexCoord(unpack(t))
end
else
self.portrait:SetTexCoord(0,1,0,1)
end
end
end)

/run hooksecurefunc(UFP,function(self) if self.portrait then t=CIT[select(2,UC(self.unit))] if t and UnitIsPlayer(self.unit) then self.portrait:SetTexture(UICC) self.portrait:SetTexCoord(unpack(t)) else self.portrait:SetTexCoord(0,1,0,1) end end end)

/run function colour(sb,unit) if UIP(unit) and UIC(unit) and unit==sb.unit and UC(unit) then _,cl=UC(unit) c=RAID_CLASS_COLORS[cl] sb:SetStatusBarColor(c.r,c.g,c.b) PFHB:SetStatusBarColor(0,1,0) end end

/run function e(self,event,...) if UIP("target") then c=RCC[select(2,UC("target"))] TFNB:SetVertexColor(c.r,c.g,c.b) end if UIP("focus") then c=RCC[select(2,UC("focus"))] FFNB:SetVertexColor(c.r,c.g,c.b) end end f:SetScript("OnEvent",e)

/run hooksecurefunc(TFUA,function(s) for i=1,MTB do _,_,ic,_,dT=UB(s.unit,i) if(ic and (not s.mB or i<=s.mB)) then fS=_G[s:GetName()..b..i..st] if (UIE(PFu,s.unit) and dT==mM) then fS:Show() else fS:Hide() end end end end)

You can adapt this to enrages by changing the dT=='Magic' line to dT='' (or in the macro, mM='' instead of mM='Magic'). For an unknown reason, enrage effects return an empty string as their debuff type.

You can find the frame name by using /fstack. Drag the frame where you want it to be, reload. (If it doesn't save, type /console synchronizeSettings 0 and try again.)

I personally recommend to move the TargetFrameToT (target of target) frame at least, because it often overlaps the last debuff. Just move it a little bit to the right. This method works for sure for the ToT frame.

If the above method doesn't work or doesn't save position for the frame you're trying to move (doesn't for pet frame, for example), paste this into your addon:

Also, you can move the player, target and focus frames within the default UI by right clicking on it and unlocking/locking. That's much better than moving it with scripts due to some weird interactions with vehicle UI if you move those frames with scripts.

LoadAddOn("Blizzard_ArenaUI") -- You only need to run this once. You can safely delete any copies of this line.
ArenaEnemyFrame1:ClearAllPoints()
ArenaEnemyFrame2:ClearAllPoints()
ArenaEnemyFrame3:ClearAllPoints()
ArenaEnemyFrame4:ClearAllPoints()
ArenaEnemyFrame5:ClearAllPoints()
ArenaEnemyFrame1:SetPoint("CENTER",UIParent,"CENTER",350,50)
ArenaEnemyFrame2:SetPoint("CENTER",UIParent,"CENTER",350,0)
ArenaEnemyFrame3:SetPoint("CENTER",UIParent,"CENTER",350,-50)
ArenaEnemyFrame4:SetPoint("CENTER",UIParent,"CENTER",350,-100)
ArenaEnemyFrame5:SetPoint("CENTER",UIParent,"CENTER",350,-150)
ArenaEnemyFrame1.SetPoint = function() end
ArenaEnemyFrame2.SetPoint = function() end
ArenaEnemyFrame3.SetPoint = function() end
ArenaEnemyFrame4.SetPoint = function() end
ArenaEnemyFrame5.SetPoint = function() end

Frames have to be moved separately now. ClearAllPoints and blanketing the SetPoint method are both mandatory now for it to work properly. The only way to fit this in a macro is to loop it, I'll add this in later.

ArenaEnemyFrames:SetScale(1.3)

This scales up the whole thing, everything in the frames will be scaled up equally. Make sure this is after LoadAddOn("Blizzard_ArenaUI").

This lets you scale things up separately if you want to. First line changes the scale of arena frames themselves. Second line changes the scale of the cast bar. Third line moves the cast bar to the right of the frame - its disabled here, just remove the "--" to enable it (just an example of using comments in code).

It will still remain attached to the target frame if you decide to move the target frame. Change "Target" to "Focus" everywhere and you'll get the same script for focus frame.

Spoiler

Just so you understand how this works: obj:SetPoint(point, relativeFrame, relativePoint, ofsx, ofsy)
- point is the point of the object that'll be considered its anchor when adjusting;
- relativeFrame is the frame we are attaching it to (use UIParent when you don't want to attach it to anything - that's the whole fullscreen UI frame);
- relativePoint is the point we attach the object to
- ofsx and ofsy are x and y offsets

So, in this case we tell it to attach TargetFrameSpellBar with its "BOTTOM" to the "TOP" of TargetFrame, and move it 15 pixels to the left (x offset).

7. Quality of life scripts

7.1. Autosell grey trash and repair:

local g = CreateFrame("Frame")
g:RegisterEvent("MERCHANT_SHOW")
g:SetScript("OnEvent", function()
local bag, slot
for bag = 0, 4 do
for slot = 0, GetContainerNumSlots(bag) do
local link = GetContainerItemLink(bag, slot)
if link and (select(3, GetItemInfo(link)) == 0) then
UseContainerItem(bag, slot)
end
end
end
if(CanMerchantRepair()) then
local cost = GetRepairAllCost()
if cost > 0 then
local money = GetMoney()
if IsInGuild() then
local guildMoney = GetGuildBankWithdrawMoney()
if guildMoney > GetGuildBankMoney() then
guildMoney = GetGuildBankMoney()
end
if guildMoney > cost and CanGuildBankRepair() then
RepairAllItems(1)
print(format("|cfff07100Repair cost covered by G-Bank: %.1fg|r", cost * 0.0001))
return
end
end
if money > cost then
RepairAllItems()
print(format("|cffead000Repair cost: %.1fg|r", cost * 0.0001))
else
print("Not enough gold to cover the repair cost.")
end
end
end
end)